- ns.inc
- Raw
- Functions
- Constants
// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Natural Selection Module Functions
//
#if defined NS_INC
#endinput
#endif
#define NS_INC
#pragma reqlib ns
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib ns
#endif
#include <ns_const>
/**
* Called whenever the client's class is changed.
*
* @param id The index of the player who changed.
* @param newclass The class the client changed to. Check the class enum in ns_const.inc.
* @param oldclass The class the client changed from. Check the class enum in ns_const.inc.
* @noreturn
*/
forward client_changeclass(id, newclass, oldclass);
/**
* Called whenever the client builds a structure.
*
* @param idPlayer The player index who triggered the building.
* @param idStructure The structure index that was created.
* @param type The type of structure that was built (1 for marine, 2 for alien).
* @param impulse The impulse command that was issued to build this structure.
* @noreturn
*/
forward client_built(idPlayer, idStructure, type, impulse);
/**
* Tell whether or not the map is combat.
*
* @return 1 if combat, 0 otherwise.
*/
native ns_is_combat();
/**
* Returns the gameplay type for the currently active map.
* Refer to ns_const.inc's NSGameplay enum for details.
*
* @note The earliest this is guaranteed to be accurate is during plugin_init(). It needs
* the info_gameplay entity to be properly set within the map, or it will return "Unknown",
* or "Cantfind".
*
* @return Return the gameplay mode, as accurate as the module can tell.
*/
native NSGameplay:ns_get_gameplay();
/**
* Exact syntax as get_user_team, but should be more accurate.
*
* @param id Player id.
* @param buff Buffer to store team name in.
* @param len Buffer length.
* @return The pev_team setting for the player.
*/
native ns_get_user_team(id, buff[], len);
/**
* Send an NS-style popup message.
*
* @param target The client to receive the message. Set to 0 to send to everybody.
* @param szMsg The message to send, 180 characters max.
* @param ah Whether to only display the message on clients who have the cvar "cl_autohelp" set to 1.
* @noreturn
*/
native ns_popup(target, const szMsg[180], ah=0);
/**
* Sets a player model. Omit the second parameter to return to default
*
* @note The model does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param szModel The model to change to.
* @noreturn
*/
native ns_set_player_model(id, const szModel[]="");
/**
* Sets a player skin. Omit the second parameter to return to default
*
* @note The skin does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param skin The skin number to change to.
* @noreturn
*/
native ns_set_player_skin(id, skin=-1);
/**
* Sets a player body. Omit the second parameter to return to default
*
* @note The body does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param body The body number to change to.
* @noreturn
*/
native ns_set_player_body(id, body=-1);
/**
* Set this to modify the player's speed by a certain amount.
*
* @note The speed does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param speedchange The speed to modify the player speed by. Set to 0 to revert to default speed.
* @noreturn
*/
native ns_set_speedchange(id, speedchange=0);
/**
* Returns a client's current speed modifier.
*
* @param id The client id to check.
* @return The module's current speed modifier for the client.
*/
native ns_get_speedchange(id);
/**
* Returns a client's maxspeed before the speed change modifier is factored in.
*
* @param id The client id to check.
* @return The maxspeed for the client.
*/
native ns_get_maxspeed(id);
/* Returns whether or not this mask is set from the entity's iuser4 field. Use the "mask" enum for reference. */
native ns_get_mask(id,mask);
/* Sets or removes the mask from the entity's iuser4 field. Set "value" to 1 to turn the mask on, 0 to turn it off. */
native ns_set_mask(id,mask,value);
/* Returns built/unbuilt structures.
If:
builtOnly is 1 (default):
Only fully built structures are counted.
builtOnly is 0:
Any structure meeting the classname is counted.
Number is 0 (default):
The total number of matching structures is returned.
Number is any other value:
The index of the #th matching structure is returned.
*/
native ns_get_build(const classname[],builtOnly=1,Number=0);
/* Returns if the player has the weapon or not in their pev->weapons field.
set "setweapon" to 0 to turn the bit off, set to 1 to turn it on. Or omit it to just return the value. */
native ns_has_weapon(id,weapon,setweapon=-1);
/* Gets spawn point for specified team (type).
If:
Team is equal to 0:
Ready room spawns are returned.
Team is greater than 0:
Spawns for the team are returned.
Number is equal to 0:
Total number of spawns is returned.
Number is greater than 0:
The location of the specified spawn is returned.
*/
native ns_get_spawn(team,number=0,Float:ret[3]);
/* Returns the class of the player. Look in the classes enum in ns_const.inc for the value's meaning. */
native ns_get_class(id);
/**
* Gets the player's jetpack fuel reserve.
*
* @param id The player to get fuel from.
* @return The amount of fuel in the player's reserve. (0.0 through 100.0)
*/
native Float:ns_get_jpfuel(id);
/**
* Sets the player's jetpack fuel reserve.
*
* @param id The player to set fuel.
* @param fuel The amount of fuel to set, as a percentage (0.0 through 100.0)
* @noreturn
*/
native ns_set_jpfuel(id, Float:fuel);
/**
* Adds to the player's jetpack fuel reserve.
*
* @param id The player to add fuel to.
* @param amount The amount of fuel to add, as a percentage (0.0 through 100.0)
* @return The new amount of fuel in the player's reserve. (0.0 through 100.0)
*/
native Float:ns_add_jpfuel(id, Float:amount);
/**
* Gets the player's energy percentage.
*
* @param id The player to get the energy from.
* @return The amount of energy the player has (0.0 through 100.0)
*/
native Float:ns_get_energy(id);
/**
* Sets the player's energy percentage.
*
* @param id The player to set the energy on.
* @param energy The amount of energy to set (0.0 through 100.0)
* @noreturn
*/
native ns_set_energy(id, Float:energy);
/**
* Adds to the player's energy percentage.
*
* @param id The player to add the energy to.
* @param amount The amount of energy to add to the player.
* @return The new amount of energy the player has (0.0 through 100.0)
*/
native Float:ns_add_energy(id, Float:amount);
/**
* Returns a player's resources.
*
* @note This is only for alien players.
* @param id The id of the player to check.
* @return Amount of resources this player has.
*/
native Float:ns_get_res(id);
/**
* Sets a player's resources.
*
* @note This is only for alien players.
* @param id The id of the player to set.
* @param res Amount of resources to set on this player.
* @noreturn
*/
native ns_set_res(id, Float:res);
/**
* Adds an amount of resources to the player.
*
* @note This is only for alien players.
* @param id The id of the player to add resources to.
* @param amount The amount to add to the player.
* @return The new amount of resources the player has.
*/
native Float:ns_add_res(id, Float:amount);
/**
* Returns the team's resources.
*
* @param Team 1 for teama, 2 for teamb. (eg: in MvA maps, 1 is marines,
2 is aliens. In mvm, 1 is marine1, 2 is marine2)
* @return The amount of resources in this team's resource pool.
*/
native Float:ns_get_teamres(Team);
/**
* Sets the team's resources in the resource pool.
*
* @note If this is used on an alien team, the resources will be
* distributed between all of the players who need resources.
* @param Team 1 for teama, 2 for teamb. (eg: in MvA maps, 1 is marines,
* 2 is aliens. In mvm, 1 is marine1, 2 is marine2)
* @param value The amount to set the resources to set to.
* @noreturn
*/
native ns_set_teamres(Team, Float:value);
/**
* Adds to the team's resources in the resource pool.
*
* @note If this is used on an alien team, the resources will be
* distributed between all of the players who need resources.
* @param Team 1 for teama, 2 for teamb. (eg: in MvA maps, 1 is marines,
* 2 is aliens. In mvm, 1 is marine1, 2 is marine2)
* @param value The amount to set the resources to add to the pool
* @return The new amount of resources in the resource pool.
*/
native Float:ns_add_teamres(Team,Float:value);
/**
* Returns the player's experience.
*
* @note Combat only.
* @param id The player to get experience value from.
* @return The amount of experience this player has.
*/
native Float:ns_get_exp(id);
/**
* Sets the player's experience.
*
* @note Combat only.
* @param id The player to set experience value on.
* @param exp The amount of experience this player will have.
* @noreturn
*/
native ns_set_exp(id,Float:exp);
/**
* Adds to the player's experience.
*
* @note Combat only.
* @param id The player to add experience value to.
* @param value The amount of experience this player will receive.
* @return The new amount of experience this player has.
*/
native Float:ns_add_exp(id, Float:value);
/**
* Gets the player's points spent count in combat.
*
* @param id The player to check.
* @return The amount of points this player has spent.
*/
native ns_get_points(id);
/**
* Sets the player's points spent count in combat.
*
* @param id The player to set this on.
* @param points The amount to set this to.
* @noreturn
*/
native ns_set_points(id, points);
/**
* Adds to the player's points spent count in combat.
*
* @param id The player to add this to.
* @param value The value to add to the points spent.
* @return The new value of the points spent variable.
*/
native ns_add_points(id,points);
/**
* Gets the damage for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to check.
* @return The damage this weapon does.
*/
native Float:ns_get_weap_dmg(idWeapon);
/**
* Sets the damage for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to set.
* @param damage The damage to make this weapon cause.
* @noreturn
*/
native ns_set_weap_dmg(idWeapon, Float:damage);
/**
* Gets the maximum range for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to check.
* @return The maximum range this weapon has.
*/
native Float:ns_get_weap_range(idWeapon);
/**
* Sets the maximum range for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to set.
* @param range The maximum range this weapon will have.
* @noreturn
*/
native ns_set_weap_range(idWeapon, Float:range);
/**
* Gets the weapon's clip ammo.
*
* @note Use weapon index, not player index!
* @param idWeapon The weapon to get the clip ammo from.
* @return The amount of ammunition in the weapon's clip.
*/
native ns_get_weap_clip(idWeapon);
/**
* Sets the weapon's ammo in the clip.
*
* @note Use weapon index, not player index!
* @param idWeapon The weapon to set the clip ammo on.
* @param clipsize The amount of ammunition to set in the weapon's clip.
* @noreturn
*/
native ns_set_weap_clip(idWeapon, clipsize);
/**
* Gets the player's weapon reserve (backpack ammo) for the specified
* type of weapon.
*
* @note Use player index, not weapon index!
* @param id The player id to check ammo count on.
* @param weapon The weapon type to check ammo count for.
* @return The ammunition count in the player's reserve.
*/
native ns_get_weap_reserve(id,weapon);
/**
* Sets the player's weapon reserve (backpack ammo) for the specified
* type of weapon.
*
* @note Use player index, not weapon index!
* @param id The player id to set ammo count on.
* @param weapon The weapon type to set ammo count for.
* @param ammo The ammunition count to set.
* @noreturn
*/
native ns_set_weap_reserve(id,weapon,ammo);
/**
* Gets the player's score.
*
* @note The score from level is automatically factored into the scoreboard in combat.
* @param idPlayer The player to get the score for.
* @return The player's score.
*/
native ns_get_score(idPlayer);
/**
* Sets the player's score.
*
* @note The score from level is automatically factored into the scoreboard in combat.
* @param idPlayer The player to get the score for.
* @param score What to set the player's score as.
* @noreturn
*/
native ns_set_score(idPlayer, score);
/* Adds to a player's score
* Returns the new score on success
*/
native ns_add_score(idPlayer,score);
/* Gets a player's death count. */
native ns_get_deaths(idPlayer);
/* Sets a player's death count. */
native ns_set_deaths(idPlayer,numdeaths);
/* Adds to a player's death count
* Returns the new death count on success
*/
native ns_add_deaths(idPlayer,numdeaths);
/* Gets the index of the owner of a structure. -1 for no owner. */
native ns_get_struct_owner(idStructsure);
/* Sets the index of the owner of a structure. -1 for no owner. */
native ns_set_struct_owner(idStructure,indexOwner);
/* Gets the trait type tied to the hive. Look at the hivetrait enum for the values. */
native ns_get_hive_trait(idHive);
/* Sets the trait type tied to the hive. Look at the hivetrait enum for the values. */
native ns_set_hive_trait(idHive,trait);
/* Sets the players field of view, set "_fov" to 0.0 (or omit it) to return to normal. FOV change will persist until disconnect unless reset by a plugin */
native ns_set_fov(idPlayer,Float:_fov=0.0);
/**
* Give the player an item.
*
* @param id The player to give the item to.
* @param class The map-classname of the entity to give to the player.
* @noreturn
*/
native ns_give_item(id, const class[]);
/**
* Returns 1 if a player has the hive ability number.
* If ability is 0, it will return the number of active hives.
*
* @param idPlayer The player index to look up.
* @param ability The ability number to check, set to 0 to get number of active hives.
* @return If ability is != 0, returns 1 or 0 depending on if the client has the ability.
* If ability is 0, returns the number of active hives.
*/
native ns_get_hive_ability(idPlayer, ability=0);
/**
* Triggered whenever a client's pev->team changes.
*
* @param id The id of the client.
* @param newteam The team number of the new team.
* @param oldteam The team number of the old team.
* @noreturn
*/
forward client_changeteam(id, newteam, oldteam);
/**
* Triggered whenever a client's pev->deadflag changes from >0 to 0.
*
* @param id The id of the client.
* @noreturn
*/
forward client_spawn(id);
/**
* Calls NS's private damage routine on the victim entity.
*
* @deprecated
* @note This is provided for backwards compatibility with peachy's module.
* It is suggested to use hamsandwich for this action instead.
*
* @param IDVictim The victim that is taking the damage.
* @param IDInflictor The entity that is causing the damage (weapon, etc).
* @param IDAttacker The attacker who is triggering the damage (person shooting).
* @param Damage The amount of damage being done.
* @param DamageType The damage type being done (bitmask).
*/
#pragma deprecated It is suggested to use hamsandwich for this action instead.
native ns_takedamage(IDVictim, IDInflictor, IDAttacker, Float:Damage, DamageType);
/**
* Attempts to unstick a player.
*
* @param id Player to unstick.
* @param StartDistance Distance to start from the player to check for a new location.
* @param MaxAttempts How many attempts to try to find a new spot before giving up.
* @return 1 on success, 0 on cannot find a place to move player to,
* -1 on invalid state (stunned/webbed), -2 on invalid class (comm/egg)
* -3 if the player is dead or a spectator, -4 on invalid player,
* -5 if the player is not connected.
*/
native ns_unstick_player(id, StartDistance=32, MaxAttempts=128);
/**
* Whether or not there is a game in progress.
*
* @return true if a game is in progress, false otherwise.
*/
native bool:ns_round_in_progress();
/**
* Called at the approximate time that a round is started.
*
* @noreturn
*/
forward round_start();
/**
* Called immediately when a round ends
*
* @param roundtime The length of the round in seconds.
* @noreturn
*/
forward round_end(Float:roundtime);
forward map_reset(isload);
native ns_get_weapon(idPlayer,weaponid,&weapontype=0);
/* Returns the location name of the provided x/y position
* (z origin is ignored; can't have location over location)
* -
* Note that as of NS 3.2 beta 2, on the following maps
* the returned string should be passed through ns_lookup_title
* to be human readable:
* ns_bast, ns_hera, ns_nothing, ns_tanith,
* ns_nancy, ns_caged, ns_eclipse, ns_veil
*
* Passing the 5th parameter as non zero will auto look up
* the title if it exists.
*/
native ns_get_locationname(Float:x, Float:y, name[], len, titlelookup=0);
/* Looks up a key from titles.txt
* Returns -1 if the key is not found
* Otherwise it returns the length of the output
*/
native ns_lookup_title(const KeyName[], Output[], length);
/* Forces the structure to fully build
* Removes the ghost state from marine structures.
* Do not use this on hives! It wont work.
*/
native ns_build_structure(idStructure);
/* Forces the structure to begin recycling
* Passing an index other than a marine structure will
* have undefined results!
* -
* Note: This calls a private NS function!
* Be careful when using this!
*/
native ns_recycle(idStructure);
/* Forces the weldable to trigger
* Passing an index other than a weldable
* will have undefined results!
* -
* NS renames func_weldable to avhweldable
* at map load.
* -
* Note: This calls a private NS function!
* Be careful when using this!
*/
native ns_finish_weldable(idWeldable);
/* Gets the total time needed to weld this
* func_weldable shut.
* Note: NS renames "func_weldable"s to "avhweldable"s
* at run time!
*/
native Float:ns_get_weld_time(idWeldable);
/* Sets the total time needed to weld this
* func_weldable shut.
*/
native ns_set_weld_time(idWeldable,Float:value);
/* Adds to the weldable's time required to open.
* Returns the new required time on success.
* Note this native clamps the low value to 0.
*/
native Float:ns_add_weld_time(idWeldable,Float:value);
/* Gets the total time this func_weldable
* has been welded.
*/
native Float:ns_get_weld_done(idWeldable);
/* Sets the total time this func_weldable
* has been welded.
*/
native ns_set_weld_done(idWeldable,Float:value);
/* Adds to the total time this func_weldable
* has been welded. Returns the new value.
* Note this native clamps the low value to 0.0
*/
native Float:ns_add_weld_done(idWeldable,Float:value);
/* Gets/sets/adds to the energy pool of this observatory. */
native Float:ns_get_obs_energy(idObs);
native ns_set_obs_energy(idObs,Float:value);
native Float:ns_add_obs_energy(idObs,Float:value);
/**
* Removes an upgrade from the player's bought and active upgrade lists.
* This will not refund the points spent on the upgrade, nor will it
* immediately strip the upgrade if the player is alive. Rather, it will
* make it so the player no longer receives the upgrade on spawn.
*
* @note This only works in combat.
* @params idPlayer The player index to change upgrades for.
* @params ugprade The impulse number for the upgrade to strip.
* @return 2 for upgrade removed from player's bought and active list.
* 1 for upgrade removed from player's bought list only.
* 3 for upgrade removed from player's active list only (shouldn't happen, just incase.)
* 0 for the player didn't have the upgrade in either list.
*/
native ns_remove_upgrade(idPlayer, upgrade);
/**
* Particle system natives
* -
* The particle system emulates a map-based custom particle system.
* Familiarity with the keyvalues from the map-based particle systems
* is recommended! You will be lost otherwise!
* -
* prsearle's NSPEdit is also recommended for designing the systems:
* http://homepage.ntlworld.com/pr.searle/NSPSEdit/NSPSEdit.html
*/
/* Creates a handle to the a particle system to configure
* -
* Note! this is not a particle system you can pass to
* ns_fire_ps()!
*/
native RawPS:ns_create_ps();
/* Sets the name of the particle system.
* -
* This is used for things like ns_get_ps_id()
* and through calling another particle system
* through the "ps_to_gen" field
*/
native ns_set_ps_name(RawPS:system, const name[]);
/* Sets the sprite to use for the particle system
* -
* You do NOT have to precache the sprite, BUT
* the sprite must obviously be on the client to
* display.
*/
native ns_set_ps_sprite(RawPS:system, const sprite[]);
/* Finalizes the particle system. Do not configure it after this.
* A usable particle system handle is returned.
*/
native Particle:ns_spawn_ps(RawPS:system);
/* Draws a particle system at the given origin (and angles)
* Flags are the FEV_* defines from hlsdk_const.inc
* Only use handles returned by ns_spawn_ps or ns_get_ps_id here!
*/
native ns_fire_ps(Particle:system,const Float:origin[3],const Float:angles[3]={0.0,0.0,0.0}, flags=0);
/* Looks up a particle system by name
* Returns a usable particle system handle.
*/
native Particle:ns_get_ps_id(const Name[]);
/* The following are the parameters for configuring the
* particle system. Look through the fgd and NSPSEdit
* for details!
*/
native ns_set_ps_genrate(RawPS:system, genrate);
native ns_set_ps_genshape(RawPS:system, NSPS_GenShape:genshape);
native ns_set_ps_genshape_params(RawPS:system, const params[]);
native ns_set_ps_spriteframes(RawPS:system, spriteframes);
native ns_set_ps_numparticles(RawPS:system, numparticles);
native ns_set_ps_size(RawPS:system, Float:size);
native ns_set_ps_vel_params(RawPS:system, const params[]);
native ns_set_ps_vel_shape(RawPS:system, NSPS_VelShape:shape);
native ns_set_ps_sys_life(RawPS:system, Float:lifetime);
native ns_set_ps_particle_life(RawPS:system, Float:lifetime);
native ns_set_ps_rendermode(RawPS:system, NSPS_RenderMode:rendermode);
native ns_set_ps_to_gen(RawPS:system, const name[]);
native ns_set_ps_anim_speed(RawPS:system, speed);
native ns_set_ps_spawn_flags(RawPS:system, NSPS_Flags:flags);
native ns_set_ps_base_color(RawPS:system, const colors[]);
native ns_set_ps_scale(RawPS:system, Float:scale);
native ns_set_ps_max_alpha(RawPS:system, Float:maxalpha);